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PostPosted: Mon Aug 09, 2010 10:09 am 
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The last few missions in the campaign were a breeze. I researched the Hercules transports at one point. When I could finally use them it was as easy as loading up 2-3 of those things, dumping them in the middle of a base and watching pain ensue.

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PostPosted: Wed Aug 11, 2010 7:15 am 
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Holy **** the Protoss are **** overpowered!

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PostPosted: Wed Aug 11, 2010 7:37 am 
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Then why do I kick their *** every time I play against them as Terran?

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PostPosted: Wed Aug 11, 2010 8:20 am 
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Screeling wrote:
Then why do I kick their *** every time I play against them as Terran?


Because protoss are mostly fine. Terran are the OP race.

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PostPosted: Wed Aug 11, 2010 9:14 am 
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How are you doing that? As Terran against a medium AI, I can't make any progress against Protoss; Zealots just tear up everything on the ground and medevacs are too far up the tech tree. You have to pump out marines constantly to just not get overrun so it's almost impossible to expand or attack.

Against other Terrans or Zerg, it's not nearly as hard. I;ve tried all kinds of plans; building up, rushing, trying to build some Reapers and sneak them in back, etc.

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PostPosted: Wed Aug 11, 2010 9:20 am 
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EMP is basically auto win against protoss.

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PostPosted: Wed Aug 11, 2010 9:23 am 
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When I play against medium AI, I've found that 2 bunkers with marines at the top of the ramp is enough to cause the AI to flee on the first rush. By the 2nd attack I have a couple of siege tanks, and possibly the bunker upgrades (stronger structures and 6 marine capacity). If I haven't destroyed the opponent the third attack, have a couple of missile turrets up and probably another couple of tanks..

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PostPosted: Wed Aug 11, 2010 9:41 am 
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Marauders with the concussive grenades upgrade can basically kite zealots all over the map, especially if they have stimpack, too. Ghost's EMP blast really ruins Protoss armies day. And the Raven's Point Defense Drone can completely nullify the attacks of several stalkers at once.

Basically you just have to be able to hold off the initial rush. Bunkers at the top of your ramp or choke point work well. You can also just wall off your base entrance/ramp with 2 supply depots and a barracks so your guys can get free shots on them while they try and break through. This should buy you enough time to get your higher tiered units out, such as siege tanks, and a raven or 2, while you work up to ghosts and continue to produce more infantry units.

Once you hold off the initial push, it's a good time to move your units out a bit to defend while you get an expansion.

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PostPosted: Wed Aug 11, 2010 10:11 am 
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Eh ...

The Supply Depot/Barracks Wall doesn't work if your opponent is fast and Toss. By the time that second SD finishes, the Toss player has 4 Void Rays on your Command Center.

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PostPosted: Wed Aug 11, 2010 10:54 am 
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Ahh, evidently I need to research the bunker upgrades. I hadn't been going for those because I didn't want to get trapped into turtling. I was using the concussive shells for the marauder, but it never occured to me to kite the zealots.. oddly, since kiting was
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how I beat the ultralisk in the first challenge. I set up 1 siege tank and my ghost at the supply depot then kited him around with the marines on stimpak. The 5 other tanks were enough to deal with the hydralisks.


Khross, are you talking about a human opponent or an AI, and if an AI, at what level of difficulty?

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PostPosted: Wed Aug 11, 2010 10:56 am 
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Khross wrote:
Eh ...

The Supply Depot/Barracks Wall doesn't work if your opponent is fast and Toss. By the time that second SD finishes, the Toss player has 4 Void Rays on your Command Center.


LOL, you're joking, right? There's no way anyone can have 4 void rays out before you have 19 food/supply. No way. And, if by some miracle, they do, then their economy is screwed because they seriously skimped on probe production. Plus, they have to build a Gateway, AND a Cybernetics Core, BEFORE they can build a Stargate. Which means they'll be around 24-25 supply, assuming they didn't skimp on probes. That's also assuming they only made 1 zealot or stalker for base defense. Which is very risky.

I usually get my 2nd depot started around 14-15 supply, which means, my base is walled off before they can even scout inside my base. And that wall off is good for most early game units. The only thing it won't survive is a Baneling bust, in which case a Barracks and a Factory should be used as your wall off instead of depots.

4 fast Void Rays usually means at least 2 Star Gates, possibly 4. If they have that many stargates, you should be able to scout them early, and wipe them out before the Rays pop, because they won't have many regular units. There's no way they can make a lot of Zealots & Stalkers, and still pump out Void Rays from 2+ Stargates that quickly. The earliest I've been hit with Void Rays is right around the time my Starport units are being made, which is usually somewhere around 30-40 supply. Much later than my 2nd depot.

DE, here's an article that will give you an idea of what I'm talking about when I say Wall-Off your base entrance. Also, here's a good example of a marauder kiting a zealot (the pic towards the bottom).

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PostPosted: Wed Aug 11, 2010 10:58 am 
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Diamondeye wrote:
Ahh, evidently I need to research the bunker upgrades. I hadn't been going for those because I didn't want to get trapped into turtling.


DE, don't worry about turtling. It's what Terran does best. Also, once you expand or start making your offensive push, you can salvage your bunkers and get the full construction price back.

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PostPosted: Wed Aug 11, 2010 11:00 am 
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Human Opponents ...

The AI is slow, but it still cheats. It's not mathematically possible to produce 4 marauders before a Spawning Pool finishes. The AI does it all the time though.

Caleria:

I've been playing a lot of 1v1 and 2v2 League Play. And Protoss Supply is stupid easy. Don't forget about the Chrono Boost ability and the Toss ability to put out 2 Probes in 10 seconds every 25 Energy. Toss players are Fast. And, I mean, god forbid they just go Probe Probe Probe and zerg your SCVs. Terran is easy to stop as Toss.

And by 25 Supply, Zerg can put 8 Roaches and 6 lings, with 8 more Roaches in the Pipe on a Terran. You have to have at least 4 Marauders or you're boned.

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PostPosted: Wed Aug 11, 2010 11:13 am 
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I was starting to suspect the AI cheated. It seems like they get Stalkers ridiculously easily.

How many barracks do you think is appropriate and what expansions? I've been going with 1 with a reactor and 1 with a tech lab in order to get marines out fast enough but still be able to get specialist units.

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PostPosted: Wed Aug 11, 2010 11:21 am 
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Khross wrote:
Caleria:

I've been playing a lot of 1v1 and 2v2 League Play. And Protoss Supply is stupid easy. Don't forget about the Chrono Boost ability and the Toss ability to put out 2 Probes in 10 seconds every 25 Energy. Toss players are Fast. And, I mean, god forbid they just go Probe Probe Probe and zerg your SCVs. Terran is easy to stop as Toss.


Still, 4 Void Rays before my first marine pops seems a little exaggerated. I will concede that I have not gone against any opponents that fast yet.

DE, 2 Barracks is good, especially starting out. And 2 Marines to 1 Marauder is a good ratio. The Marauders are really there to soak up damage while the marines kill everything. Make sure you're getting a Factory with a Tech Lab so you can get Tanks and Siege Tech ASAP.

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PostPosted: Wed Aug 11, 2010 11:23 am 
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Caleria:

Actually, the Marines Soak Damage while Marauders Kill. Zealots, Sentries, and Roaches are all Armored Units. The Marauders get +10 Damage vs. Armored Units. If they could attack air, it'd be all over. And, I've been working on my Roach Rush a lot lately. By 26 Supply I should be in your base stomping you. If I'm not, I'm too slow.

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PostPosted: Wed Aug 11, 2010 11:25 am 
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I've finally entered into league play. I primarily play Prot, & zerg seems to be my nemesis.

They seem to always have 6+ roaches in my base before I'm anywhere close to having an Immortal which as I understand, are their hard counter?

I've been eating Terran for breakfast though so far in my crappy players league. LOL


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PostPosted: Wed Aug 11, 2010 11:28 am 
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Immortals are rough.

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PostPosted: Wed Aug 11, 2010 12:34 pm 
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Khross wrote:
Caleria:

Actually, the Marines Soak Damage while Marauders Kill. Zealots, Sentries, and Roaches are all Armored Units. The Marauders get +10 Damage vs. Armored Units. If they could attack air, it'd be all over. And, I've been working on my Roach Rush a lot lately. By 26 Supply I should be in your base stomping you. If I'm not, I'm too slow.


Zealots and Sentries are considered Light, not armored. Stalkers, Marauders, and Roaches are Armored. Marauders only do 10 dmg vs Light (and have a 1.5 attack speed), whereas 2 Marines (which cost less to produce than 1 marauder) do 6 dmg each, and have an attack speed of 0.86. You do the math.

As far as soaking dmg, marauders have 125 hp, as opposed to 45 hp for marines (55 with the combat shield upgrade), so they tend to soak dmg better than marines.

All of which is a moot point, if you are in my base at 26 supply. The only thing that can save you then, is if you are just as fast and/or have superior micro skills. Of which, I have neither. :P

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PostPosted: Wed Aug 11, 2010 12:43 pm 
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Caleria wrote:
Khross wrote:
Caleria:

Actually, the Marines Soak Damage while Marauders Kill. Zealots, Sentries, and Roaches are all Armored Units. The Marauders get +10 Damage vs. Armored Units. If they could attack air, it'd be all over. And, I've been working on my Roach Rush a lot lately. By 26 Supply I should be in your base stomping you. If I'm not, I'm too slow.


Zealots and Sentries are considered Light, not armored. Stalkers, Marauders, and Roaches are Armored. Marauders only do 10 dmg vs Light (and have a 1.5 attack speed), whereas 2 Marines (which cost less to produce than 1 marauder) do 6 dmg each, and have an attack speed of 0.86. You do the math.

As far as soaking dmg, marauders have 125 hp, as opposed to 45 hp for marines (55 with the combat shield upgrade), so they tend to soak dmg better than marines.

All of which is a moot point, if you are in my base at 26 supply. The only thing that can save you then, is if you are just as fast and/or have superior micro skills. Of which, I have neither. :P
Marauders treat Zealots as Armored. Watch em murder a few sometime. I noticed this the other day while playing against Protoss. Zerglings are good for Zealots and Sentries are just OP in general against Terran. Of course, I prefer playing Protoss and anyone who doesn't catch my Scout Probe is in for a world of hurt.

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PostPosted: Wed Aug 11, 2010 12:51 pm 
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Khross wrote:
Marauders treat Zealots as Armored. Watch em murder a few sometime. I noticed this the other day while playing against Protoss. Zerglings are good for Zealots and Sentries are just OP in general against Terran. Of course, I prefer playing Protoss and anyone who doesn't catch my Scout Probe is in for a world of hurt.


I know Marauders are effective against Zealots, so I definitely use them. Especially with the concussive shells upgrade. It almost isn't fair, at that point. I just wasn't aware that they treated them as armored. I know that Helions with the Pre-Igniter upgrade absolutely murder Zealots, Zerglings, and workers, since they do +16 dmg to light units.

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PostPosted: Wed Aug 11, 2010 1:21 pm 
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Uinan wrote:
I've finally entered into league play. I primarily play Prot, & zerg seems to be my nemesis.

They seem to always have 6+ roaches in my base before I'm anywhere close to having an Immortal which as I understand, are their hard counter?

I've been eating Terran for breakfast though so far in my crappy players league. LOL


Yeah the computer on Very Hard AI does the roach rush every time for me seems like. I've been doing a Void Ray rush to counter it. Wall off your base and go straight for Void Rays with 2 stargates. I can get them out pretty fast now and roaches cant hit air.

Immortals should be the same timing though I would think, in fact easier because they are 50 less gas and build in 5 less seconds. Just go 1 gateway, 1 cyber core and 1 robotics. Pop out a zealot or two when you have the cash and buildings are still constructing, then get your immortal going and chrono boost it. Keep building probes while doing all this and build pylons as needed.

As for league games I've only played really bad players so far so I find the computer to be more challenging.

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PostPosted: Wed Aug 11, 2010 1:53 pm 
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Thanks for the article Caleria. I was familiar with the idea since I used to do it with supply depots in SC1 all the time, but I didn't realize it was so critical this time around.

I've been getting the Siege Tanks, but it looks like some Hellions might be in order too.

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PostPosted: Wed Aug 11, 2010 1:58 pm 
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The problem here is that Terran is slow. You have to hold me off in the 17-25 Supply Range. And, depending on how fast I am with my micro, there are points where I can get Free Drones at 10 and 18 supply ... and those 4-6 drones are huge.

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PostPosted: Wed Aug 11, 2010 3:26 pm 
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Well, I took your advice and beat the AI Protoss on Medium. I found that 3 bunkers and 3 siege tanks at each choke point with a couple missile turrets and a Ghost held them off pretty easily, although I did have to rebuild bunkers once I expanded and didn't have choke points.

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